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engine: studio.h: rename unused fields as "unused".

engine: studio.h: add assimp-like comments.
pull/2/head
Andrey Akhmichin 4 years ago committed by Alibek Omarov
parent
commit
cdcd139171
  1. 10
      common/studio_event.h
  2. 606
      engine/studio.h

10
common/studio_event.h

@ -20,9 +20,17 @@ @@ -20,9 +20,17 @@
typedef struct mstudioevent_s
{
// the frame at which this animation event occurs
int32_t frame;
// the script event type
int32_t event;
int32_t type;
// was "type"
int32_t unused;
// options
// could be path to sound WAVE files
char options[MAXEVENTSTRING];
} mstudioevent_t;

606
engine/studio.h

@ -142,114 +142,213 @@ Studio models are position independent, so the cache manager can move them. @@ -142,114 +142,213 @@ Studio models are position independent, so the cache manager can move them.
typedef struct studiohdr_s
{
// the model signature
int32_t ident;
// studio model format version
int32_t version;
// the model name
char name[64];
// the total file size in bytes
int32_t length;
vec3_t eyeposition; // ideal eye position
vec3_t min; // ideal movement hull size
vec3_t max;
// ideal eye position
vec3_t eyeposition;
vec3_t bbmin; // clipping bounding box
vec3_t bbmax;
// ideal movement hull size
vec3_t min;
vec3_t max;
// clipping bounding box
vec3_t bbmin;
vec3_t bbmax;
// undocumented quake features flags
int32_t flags;
int32_t numbones; // bones
// the number of bones
int32_t numbones;
// offset to the first bone chunk
int32_t boneindex;
int32_t numbonecontrollers; // bone controllers
// the number of bone controllers
int32_t numbonecontrollers;
// offset to the first bone controller chunk
int32_t bonecontrollerindex;
int32_t numhitboxes; // complex bounding boxes
// the number of hitboxes
int32_t numhitboxes;
// offset to the first hitbox chunk
int32_t hitboxindex;
int32_t numseq; // animation sequences
// the number of sequences
int32_t numseq;
// offset to the first sequence description chunk
int32_t seqindex;
int32_t numseqgroups; // demand loaded sequences
// the number of sequence groups
int32_t numseqgroups;
// offset to the first sequence group chunk
int32_t seqgroupindex;
int32_t numtextures; // raw textures
// the number of textures
int32_t numtextures;
// offset to the first texture chunk
int32_t textureindex;
// offset to the first texture's image data
int32_t texturedataindex;
int32_t numskinref; // replaceable textures
// the number of replaceable textures
int32_t numskinref;
// the number of skin families
int32_t numskinfamilies;
// offset to the first replaceable texture
int32_t skinindex;
// the number of bodyparts
int32_t numbodyparts;
// offset to the first bodypart
int32_t bodypartindex;
int32_t numattachments; // queryable attachable points
// the number of attachments
int32_t numattachments;
// offset to the first attachment chunk
int32_t attachmentindex;
// offset to the second studio model header
int32_t studiohdr2index;
int32_t soundindex; // UNUSED
int32_t soundgroups; // UNUSED
int32_t soundgroupindex; // UNUSED
// was "soundindex"
int32_t unused;
// was "soundgroups"
int32_t unused2;
// was "soundgroupindex"
int32_t unused3;
// the number of nodes in the sequence transition graph
int32_t numtransitions;
int32_t numtransitions; // animation node to animation node transition graph
// offset to the first sequence transition
int32_t transitionindex;
} studiohdr_t;
// extra header to hold more offsets
typedef struct
{
// number of pose parameters
int32_t numposeparameters;
// offset to the first pose parameter
int32_t poseparamindex;
// number of IK-autoplaying locks
int32_t numikautoplaylocks;
// offset to the first IK-autoplaying lock
int32_t ikautoplaylockindex;
// number of IK-chains
int32_t numikchains;
// offset to the first IK-chain
int32_t ikchainindex;
// offset to the first key-value
int32_t keyvalueindex;
// size of key-values
int32_t keyvaluesize;
// number of hitbox sets
int32_t numhitboxsets;
// offset to the first hitbox set
int32_t hitboxsetindex;
int32_t unused[6]; // for future expansions
// for future expansions
int32_t unused[6];
} studiohdr2_t;
// header for demand loaded sequence group data
typedef struct
{
// the model signature
int32_t id;
// studio model format version
int32_t version;
// the sequence group file name
char name[64];
// the total file size in bytes
int32_t length;
} studioseqhdr_t;
// bone flags
#define BONE_ALWAYS_PROCEDURAL 0x0001 // bone is always procedurally animated
#define BONE_ALWAYS_PROCEDURAL 0x0001 // bone is always procedurally animated
#define BONE_SCREEN_ALIGN_SPHERE 0x0002 // bone aligns to the screen, not constrained in motion.
#define BONE_SCREEN_ALIGN_CYLINDER 0x0004 // bone aligns to the screen, constrained by it's own axis.
#define BONE_JIGGLE_PROCEDURAL 0x0008
#define BONE_JIGGLE_PROCEDURAL 0x0008
#define BONE_FIXED_ALIGNMENT 0x0010 // bone can't spin 360 degrees, all interpolation is normalized around a fixed orientation
#define BONE_USED_MASK (BONE_USED_BY_HITBOX|BONE_USED_BY_ATTACHMENT|BONE_USED_BY_VERTEX|BONE_USED_BY_BONE_MERGE)
#define BONE_USED_BY_ANYTHING BONE_USED_MASK
#define BONE_USED_BY_HITBOX 0x00000100// bone (or child) is used by a hit box
#define BONE_USED_BY_ATTACHMENT 0x00000200// bone (or child) is used by an attachment point
#define BONE_USED_BY_VERTEX 0x00000400// bone (or child) is used by the toplevel model via skinned vertex
#define BONE_USED_BY_BONE_MERGE 0x00000800
#define BONE_USED_BY_HITBOX 0x00000100 // bone (or child) is used by a hit box
#define BONE_USED_BY_ATTACHMENT 0x00000200 // bone (or child) is used by an attachment point
#define BONE_USED_BY_VERTEX 0x00000400 // bone (or child) is used by the toplevel model via skinned vertex
#define BONE_USED_BY_BONE_MERGE 0x00000800
// bones
typedef struct mstudiobone_s
{
char name[MAXSTUDIONAME]; // bone name for symbolic links
int32_t parent; // parent bone
int32_t flags; // bone flags
int32_t bonecontroller[6]; // bone controller index, -1 == none
vec_t value[6]; // default DoF values
vec_t scale[6]; // scale for delta DoF values
// the bone name
char name[MAXSTUDIONAME];
// the parent bone index. (-1) If it has no parent
int32_t parent;
// was "flags"
int32_t unused;
// 1vailable bone controller per motion type.
// (-1) if no controller is available.
int32_t bonecontroller[6];
/* default position and rotation values where
* scale[0] = position.X
* scale[1] = position.Y
* scale[2] = position.Z
* scale[3] = rotation.X
* scale[4] = rotation.Y
* scale[5] = rotation.Z
*/
vec_t value[6];
/* compressed scale values where
* scale[0] = position.X scale
* scale[1] = position.Y scale
* scale[2] = position.Z scale
* scale[3] = rotation.X scale
* scale[4] = rotation.Y scale
* scale[5] = rotation.Z scale
*/
vec_t scale[6];
} mstudiobone_t;
#define STUDIO_PROC_AXISINTERP 1
@ -260,23 +359,38 @@ typedef struct mstudiobone_s @@ -260,23 +359,38 @@ typedef struct mstudiobone_s
typedef struct
{
int32_t control; // local transformation of this bone used to calc 3 point blend
int32_t axis; // axis to check
vec3_t pos[6]; // X+, X-, Y+, Y-, Z+, Z-
vec4_t quat[6]; // X+, X-, Y+, Y-, Z+, Z-
// local transformation of this bone used to calc 3 point blend
int32_t control;
// axis to check
int32_t axis;
// X+, X-, Y+, Y-, Z+, Z-
vec3_t pos[6];
// X+, X-, Y+, Y-, Z+, Z-
vec4_t quat[6];
} mstudioaxisinterpbone_t;
typedef struct
{
vec_t inv_tolerance; // 1.0f / radian angle of trigger influence
vec4_t trigger; // angle to match
vec3_t pos; // new position
vec4_t quat; // new angle
// 1.0f / radian angle of trigger influence
vec_t inv_tolerance;
// angle to match
vec4_t trigger;
// new position
vec3_t pos;
// new angle
vec4_t quat;
} mstudioquatinterpinfo_t;
typedef struct
{
int32_t control; // local transformation to check
// local transformation to check
int32_t control;
int32_t numtriggers;
int32_t triggerindex;
} mstudioquatinterpbone_t;
@ -284,12 +398,21 @@ typedef struct @@ -284,12 +398,21 @@ typedef struct
// extra info for bones
typedef struct
{
vec_t poseToBone[3][4]; // boneweighting reqiures
// boneweighting reqiures
vec_t poseToBone[3][4];
vec4_t qAlignment;
int32_t proctype;
int32_t procindex; // procedural rule
vec4_t quat; // aligned bone rotation
int32_t reserved[10]; // for future expansions
// procedural rule
int32_t procindex;
// aligned bone rotation
vec4_t quat;
// for future expansions
int32_t reserved[10];
} mstudioboneinfo_t;
// JIGGLEBONES
@ -358,7 +481,10 @@ typedef struct @@ -358,7 +481,10 @@ typedef struct
typedef struct
{
int32_t parent;
int32_t aim; // might be bone or attach
// might be bone or attach
int32_t aim;
vec3_t aimvector;
vec3_t upvector;
vec3_t basepos;
@ -367,20 +493,34 @@ typedef struct @@ -367,20 +493,34 @@ typedef struct
// bone controllers
typedef struct
{
int32_t bone; // -1 == 0
int32_t type; // X, Y, Z, XR, YR, ZR, M
// bone affected by this controller
int32_t bone;
// the motion type
int32_t type;
// the minimum and maximum values
vec_t start;
vec_t end;
int32_t rest; // byte index value at rest
int32_t index; // 0-3 user set controller, 4 mouth
// was "rest"
int32_t unused;
// the bone controller channel
int32_t index;
} mstudiobonecontroller_t;
// intersection boxes
typedef struct
{
// the bone this hitbox follows
int32_t bone;
int32_t group; // intersection group
vec3_t bbmin; // bounding box
// the hit group
int32_t group;
// the hitbox minimum and maximum extents
vec3_t bbmin;
vec3_t bbmax;
} mstudiobbox_t;
@ -394,10 +534,17 @@ typedef struct @@ -394,10 +534,17 @@ typedef struct
// demand loaded sequence groups
typedef struct
{
char label[MAXSTUDIONAME]; // textual name
char name[64]; // file name
int32_t cache; // cache index pointer
int32_t data; // hack for group 0
// a textual name for this sequence group
char label[MAXSTUDIONAME];
// the file name
char name[64];
// was "cache"
int32_t unused;
// was "data"
int32_t unused2;
} mstudioseqgroup_t;
// events
@ -408,11 +555,19 @@ typedef struct @@ -408,11 +555,19 @@ typedef struct
// attachment
typedef struct
{
char name[MAXSTUDIONAME];
// was "name"
char unused[MAXSTUDIONAME];
int32_t flags;
// the bone this attachment follows
int32_t bone;
vec3_t org; // attachment position
vec3_t vectors[3]; // attachment vectors
// the attachment origin
vec3_t org;
// the attachment vectors
vec3_t vectors[3];
} mstudioattachment_t;
#define IK_SELF 1
@ -436,27 +591,48 @@ typedef struct @@ -436,27 +591,48 @@ typedef struct
int32_t chain;
int32_t bone;
int32_t attachment; // attachment index
int32_t slot; // iktarget slot. Usually same as chain.
// offset to the attachment
int32_t attachment;
// iktarget slot
// usually same as chain
int32_t slot;
vec_t height;
vec_t radius;
vec_t floor;
vec3_t pos;
vec4_t quat;
int32_t ikerrorindex; // compressed IK error
// offset to the compressed IK error
int32_t ikerrorindex;
int32_t iStart;
vec_t start; // beginning of influence
vec_t peak; // start of full influence
vec_t tail; // end of full influence
vec_t end; // end of all influence
vec_t contact; // frame footstep makes ground concact
vec_t drop; // how far down the foot should drop when reaching for IK
vec_t top; // top of the foot box
int32_t unused[4]; // for future expansions
// beginning of influence
vec_t start;
// start of full influence
vec_t peak;
// end of full influence
vec_t tail;
// end of all influence
vec_t end;
// frame footstep makes ground concact
vec_t contact;
// how far down the foot should drop when reaching for IK
vec_t drop;
// top of the foot box
vec_t top;
// for future expansions
int32_t unused[4];
} mstudioikrule_t;
typedef struct
@ -466,36 +642,61 @@ typedef struct @@ -466,36 +642,61 @@ typedef struct
vec_t flLocalQWeight;
int32_t flags;
int32_t unused[4]; // for future expansions
// for future expansions
int32_t unused[4];
} mstudioiklock_t;
typedef struct
{
int32_t endframe;
int32_t motionflags;
vec_t v0; // velocity at start of block
vec_t v1; // velocity at end of block
vec_t angle; // YAW rotation at end of this blocks movement
vec3_t vector; // movement vector relative to this blocks initial angle
vec3_t position; // relative to start of animation???
// velocity at start of block
vec_t v0;
// velocity at end of block
vec_t v1;
// YAW rotation at end of this blocks movement
vec_t angle;
// movement vector relative to this blocks initial angle
vec3_t vector;
// relative to start of animation???
vec3_t position;
} mstudiomovement_t;
// additional info for each animation in sequence blend group or single sequence
typedef struct
{
char label[MAXSTUDIONAME]; // animation label (may be matched with sequence label)
vec_t fps; // frames per second (match with sequence fps or be different)
int32_t flags; // looping/non-looping flags
int32_t numframes; // frames per animation
// animation label (may be matched with sequence label)
char label[MAXSTUDIONAME];
// frames per second (match with sequence fps or be different)
vec_t fps;
// looping/non-looping flags
int32_t flags;
// piecewise movement
int32_t nummovements; // piecewise movement
// number of frames per animation
int32_t numframes;
// number of piecewise movements
int32_t nummovements;
// offset to the first piecewise movement
int32_t movementindex;
// number of IK-rules
int32_t numikrules;
int32_t ikruleindex; // non-zero when IK data is stored in the mdl
int32_t unused[8]; // for future expansions
// offset to the first IK-rule
int32_t ikruleindex;
// for future expansions
int32_t unused[8];
} mstudioanimdesc_t;
// autoplaying sequences
@ -504,72 +705,142 @@ typedef struct @@ -504,72 +705,142 @@ typedef struct
int16_t iSequence;
int16_t iPose;
int32_t flags;
vec_t start; // beginning of influence
vec_t peak; // start of full influence
vec_t tail; // end of full influence
vec_t end; // end of all influence
// beginning of influence
vec_t start;
// start of full influence
vec_t peak;
// end of full influence
vec_t tail;
// end of all influence
vec_t end;
} mstudioautolayer_t;
// sequence descriptions
typedef struct mstudioseqdesc_s
{
char label[MAXSTUDIONAME]; // sequence label
// the sequence name
char label[MAXSTUDIONAME];
vec_t fps; // frames per second
int32_t flags; // looping/non-looping flags
// frames per second
vec_t fps;
// looping/non-looping flags
int32_t flags;
// the sequence activity
int32_t activity;
// the sequence activity weight
int32_t actweight;
// the number of animation events
int32_t numevents;
// offset to the first animation event chunk
int32_t eventindex;
int32_t numframes; // number of frames per sequence
// the number of frames in the sequence
int32_t numframes;
// offset to the first weight list
int32_t weightlistindex;
int32_t weightlistindex; // weightlists
int32_t iklockindex; // IK locks
// offset to the first IK lock
int32_t iklockindex;
// linear motion type
int32_t motiontype;
int32_t motionbone; // index of pose parameter
// offset to the first pose parameter
int32_t motionbone;
// linear motion
vec3_t linearmovement;
int32_t autolayerindex; // autolayer descriptions
int32_t keyvalueindex; // local key-values
vec3_t bbmin; // per sequence bounding box
vec3_t bbmax;
// offset to the first autolayer description
int32_t autolayerindex;
// offset to the first local key-value
int32_t keyvalueindex;
// the sequence minimum and maximum extents
vec3_t bbmin;
vec3_t bbmax;
// The number of blend animations
int32_t numblends;
int32_t animindex; // mstudioanim_t pointer relative to start of sequence group data
// [blend][bone][X, Y, Z, XR, YR, ZR]
int32_t blendtype[2]; // X, Y, Z, XR, YR, ZR (same as paramindex)
vec_t blendstart[2]; // starting value (same as paramstart)
vec_t blendend[2]; // ending value (same as paramend)
uint8_t groupsize[2]; // 255 x 255 blends should be enough
uint8_t numautolayers; // count of autoplaying layers
uint8_t numiklocks; // IK-locks per sequence
int32_t seqgroup; // sequence group for demand loading
int32_t entrynode; // transition node at entry
int32_t exitnode; // transition node at exit
uint8_t nodeflags; // transition rules (really this is bool)
uint8_t cycleposeindex; // index of pose parameter to use as cycle index
uint8_t fadeintime; // ideal cross fade in time (0.2 secs default) time = (fadeintime / 100)
uint8_t fadeouttime; // ideal cross fade out time (0.2 msecs default) time = (fadeouttime / 100)
int32_t animdescindex; // mstudioanimdesc_t [blend]
// offset to thefirst mstudioanim_t chunk.
// this offset is relative to the studioseqhdr_t of the file
// that contains the animation data.
int32_t animindex;
// the motion type of each blend controller
int32_t blendtype[2];
// the starting value of each blend controller
vec_t blendstart[2];
// the ending value of each blend controller
vec_t blendend[2];
// 255 x 255 blends should be enough
uint8_t groupsize[2];
// number of autoplaying layers
uint8_t numautolayers;
// number of IK-locks per sequence
uint8_t numiklocks;
// the sequence group
int32_t seqgroup;
// the node at entry in the sequence transition graph
int32_t entrynode;
// the node at exit in the sequence transition graph
int32_t exitnode;
// transition rules
uint8_t nodeflags;
// index of pose parameter to use as cycle index
uint8_t cycleposeindex;
// ideal cross fade in time (0.2 secs default) time = (fadeintime / 100)
uint8_t fadeintime;
// ideal cross fade out time (0.2 msecs default) time = (fadeouttime / 100)
uint8_t fadeouttime;
// mstudioanimdesc_t [blend]
int32_t animdescindex;
} mstudioseqdesc_t;
typedef struct
{
// pose parameter name
char name[MAXSTUDIONAME];
int32_t flags; // ????
vec_t start; // starting value
vec_t end; // ending value
vec_t loop; // looping range, 0 for no looping, 360 for rotations, etc.
// ????
int32_t flags;
// starting value
vec_t start;
// ending value
vec_t end;
// looping range, 0 for no looping, 360 for rotations, etc
vec_t loop;
} mstudioposeparamdesc_t;
// offsets to the animation frames
typedef struct mstudioanim_s
{
uint16_t offset[6];
@ -589,19 +860,37 @@ typedef union @@ -589,19 +860,37 @@ typedef union
// body part index
typedef struct
{
// the bodypart name
char name[64];
// the number of available models for this bodypart
int32_t nummodels;
// used to convert from a global model index
// to a local bodypart model index
int32_t base;
// the offset to the first model chunk
int32_t modelindex; // index into models array
} mstudiobodyparts_t;
// skin info
typedef struct mstudiotex_s
{
// texture file name
char name[64];
// texture flags
uint32_t flags;
// texture width in pixels
int32_t width;
// texture height in pixels
int32_t height;
// offset to the image data
// this offset is relative to the texture file header
int32_t index;
} mstudiotexture_t;
@ -609,8 +898,12 @@ typedef struct mstudiotex_s @@ -609,8 +898,12 @@ typedef struct mstudiotex_s
typedef struct
{
int32_t bone;
vec3_t kneeDir; // ideal bending direction (per link, if applicable)
vec3_t unused0; // unused
// ideal bending direction (per link, if applicable)
vec3_t kneeDir;
// unused
vec3_t unused0;
} mstudioiklink_t;
typedef struct
@ -633,23 +926,44 @@ typedef struct @@ -633,23 +926,44 @@ typedef struct
// studio models
typedef struct
{
// model name
char name[64];
int32_t type; // UNUSED
vec_t boundingradius; // UNUSED
// was "type"
int32_t unused;
// was "boundingradius"
vec_t unused2;
// the number of meshes in the model
int32_t nummesh;
// offset to the first mesh chunk
int32_t meshindex;
int32_t numverts; // number of unique vertices
int32_t vertinfoindex; // vertex bone info
int32_t vertindex; // vertex vec3_t
int32_t numnorms; // number of unique surface normals
int32_t norminfoindex; // normal bone info
int32_t normindex; // normal vec3_t
// the number of unique vertices
int32_t numverts;
// offset to the vertex bone array
int32_t vertinfoindex;
// offset to the vertex array
int32_t vertindex;
// the number of unique normals
int32_t numnorms;
int32_t blendvertinfoindex; // boneweighted vertex info
int32_t blendnorminfoindex; // boneweighted normal info
// offset to the normal bone array
int32_t norminfoindex;
// offset to the normal array
int32_t normindex;
// offset to the boneweighted vertex info
int32_t blendvertinfoindex;
// offset to the boneweighted normal info
int32_t blendnorminfoindex;
} mstudiomodel_t;
// vec3_t boundingbox[model][bone][2]; // complex intersection info
@ -657,19 +971,33 @@ typedef struct @@ -657,19 +971,33 @@ typedef struct
// meshes
typedef struct
{
// can be interpreted as the number of triangles in the mesh
int32_t numtris;
// offset to the start of the tris sequence
int32_t triindex;
// the skin index
int32_t skinref;
int32_t numnorms; // per mesh normals
int32_t normindex; // UNUSED!
// the number of normals in the mesh
int32_t numnorms;
// was "normindex"
int32_t unused;
} mstudiomesh_t;
// triangles
typedef struct
{
int16_t vertindex; // index into vertex array
int16_t normindex; // index into normal array
int16_t s,t; // s,t position on skin
// index into vertex array
int16_t vertindex;
// index into normal array
int16_t normindex;
// texture coordinates in absolute space (unnormalized)
int16_t s,t;
} mstudiotrivert_t;
#endif//STUDIO_H

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